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Heroic Tale1 Cliff
Heroic Tale1 Cliff
The Cliffs
Queen’s Court
A Sword and Sorcery Savage Worlds Heroic Tale For Beginning
Seasoned Characters.
By Umberto Pignatelli and Dave Blewer
Edits: Mike “Upior” Slabon, Piotr Koryś
Layout: http://winnicki.pro/
Art: Magdalena Partyka, some artwork copyright Michael Hammes and Philip Reed and
Fantasy Filler Art copyright Rick Hershey, used under license.
“This game references the Savage Worlds game system, available from
Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all
associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or
suitability for purpose of this product
T
he heroes were crossing the Cairnlands as part –1 to Trait rolls.
of a caravan, either working as hired guards, or as
passengers traveling from the Marquees to Valkheim.
This morning the caravan was ambushed by a band of At the start of the fourth round of the chase, the
Cairnlander marauders, and only the heroes escaped. leading hero may make a Notice roll. Success allows him
to spot a cliff edge rapidly approaching, and he can warn
his comrades, and pull up in times. Failure on the Notice
To make matters worse, during their escape, they killed roll causes the horse to spot the danger and balk, possibly
the marauders’ chief ’s son! The heroes are presently fleeing throwing its rider. If the heroes fail a Riding roll, he is
on horseback, with the marauder band in close pursuit. thrown for 2d6 damage. With their escape blocked, the
The chase has lasted several hours, and their horses are heroes must face their pursuers. Luckily the chase may have
exhausted—if the heroes don’t find refuge soon, they are split the marauders up, making them somewhat easier to
almost certainly doomed… deal with.
Sea of Fog
The heroes long ago left any recognizable trails, attempting The Cliff’s Door
to lose their pursuers in the wilderness along the shore of
the Drowned King Sea. A thick sea fog has risen up, and
covers the ground up too the horses fetlocks. This gives the Once the leading group of marauders has been dealt with,
heroes the eerie illusion of racing across a sea of fog—the the heroes have a few moments to catch their breath before
ground is totally hidden from sight. deciding their next move. This allows the efforts of the
day to catch up with them with a vengeance. Have each
hero attempt to succeed on a Vigor roll or suffer a level of
A group of marauders have pulled ahead of their Fatigue.
comrades, and emboldened, spur their mounts in an attempt
to catch the heroes. Run this using the Chase Rules in
Savage Worlds. The Range Increments are 5” and the two Through the fog the heroes can hear the drumming of
groups are 20” apart at the start of the chase. Obstacles are hooves, as an overwhelming mob of marauders race towards
them. Their only hope of escape is down the cliff face.
Heroes who peer over the edge spy a narrow, dangerous
rough-hewn stairway, which disappears into the fog.
Honored Guests
The door opens into a dark, damp, kelp-covered tunnel,
leading deeper into the cliff. After a few minutes of
traveling strange ethereal harp music and indistinct talking
and laughing is heard ahead. As the heroes progress further
they become aware of a light ahead, which appears to be
cast by torch or brazier, but also has the quality of light,
refracted through water. Eventually the cavern opens up
Once the hero initiates the attempt, he must make Ask the players if they are going to join in, those who
alternating Persuasion and Stealth rolls, opposed by the refuse discover they are being are compelled magically to
queens Notice. Each success grants the hero a token—two dance. They must succeed at a Spirit roll with a -2 penalty
with a raise. He only has five rounds to gather five or more if they ate the feast’s food, and a further -2 penalty if they
tokens, which signifies the key has been stolen unnoticed. drank the wine. Failure means they are forced to dance.
If he fails to gather enough tokens in the allotted time,
Seablossom halts proceedings to initiate the Dance. If
he rolls a critical failure , the queen realizes what he is Initially the dance may seem amusing, but it soon
attempting to do and attacks him. becomes frenzied and exhausting. Every fifteen minutes
each dancing hero must succeed at a Vigor roll—the
penalties from eating and drinking are halved—or suffer a
level of Fatigue. Only if they succeed with a raise are they
able to cease dancing. Anyone who dies from exhaustion
The Dance rapidly ages and decays.
(M) (WC)Seablossom
(M) Seablossom’s Courtesan (2 per hero +1)
Escape through
the Palace
Once Seablossom and her evil coven are dealt with, and
they have recovered the coral key, Winna can lead them out
of the palace through the other exit.
At some point—either decided by the heroes actions, or Handle this situation as a chase with the avalanche
the Game Masters whim—Seablossom stops what she is caused by the crumbling palace. The avalanche is a Wild
doing and loudly calls for everyone’s attention. Read or Card opponent. It has Agility d4 on the first round, and
paraphrase the following: the die type rises one step every round to a maximum of
d8. If, at the end of its turn, a hero is caught by or behind
the avalanche’s front, he suffers 2d6 damage and receives -1
.“The night is young, and our company is youthful to all Agility based rolls until he manages to overtake the
and vigorous! It is time for us to dance! Play! falling rocks’ front.
.At Seablossom’s words the coral harp she was playing The party starts at Medium distance from the collapsing
earlier starts to produce beautiful and rhythmic music, even and each Range Increment equates to 5” on the tabletop.
though no one is playing it. Seablossom, and many of the Consider Winna to be “attached” to the character she spoke
courtesans start to sway, adding to the music with finger to earlierEvery 10” advanced from the heroes in the chase
cymbals. Other courtesans leap to their feet with gleeful (2 Range Increments), they cross a particular location.
Consider every location to be 10” long for chase purposes.
Slippery Stairs: Anyone attempting to climb these “I was forced into service over a century ago, and
stairs must succeed on an Agility roll or have their Pace I knew what fate awaited me should I escape. Do
halved (round down). Rolling 1 on the Trait dice, regardless not grieve for me. I die, but I die free!”
of the Wild Die, slips and falls, suffering 2d6 damage They
do advance 3” however.
The heroes have ended a threat which plagued this
region for centuries: Seablossom, the Cliff Queen! The
Treasure Room: Piles of gold, jewels and gems lie in marauders they were fleeing from earlier are nowhere to be
this room—loot from earlier victims. A hero may forgo his seen. They may have emerged from the fallen palace with
movement and gather 300 Moons in gold and treasure (15 gold and treasure.
lbs). However doing so can encumber him. Greedy heroes
may have to succeed at a Spirit roll before being able to
move on. Today is a good day to be alive!
Seablossom’s Courtesan